Crime & Punishment: Holmgang

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Crime & Punishment: Holmgang

Postby Zampfeo » Fri Nov 08, 2024 3:34 pm

"Duel or die". This mechanic would be used exclusively by stronger players to target weaker players. There's no other reason for it. It would just exacerbate the power dynamic issues you're attempting to address.

I am glad you are thinking about improving Crime & Punishment. There being no counterplay for groups of wanton murderers is a problem. *cought*Ainran*cough*. I think that can be improved with better siege mechanics. You should consider applying the "high noon" concept to sieging so sieges can last 1 hour instead of 24+.
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Re: Crime & Punishment: Holmgang

Postby boshaw » Fri Nov 08, 2024 3:37 pm

jorb wrote:The original idea was suggested to me by a player.


This is such a genius idea Jorb +1, the criminals in this thread are quivering in their boots at the thought of it already! You should name the player who suggested this so we all know who to give credit to :)
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Re: Crime & Punishment: Holmgang

Postby The_Lich_King » Fri Nov 08, 2024 4:00 pm

Zampfeo wrote:"Duel or die". This mechanic would be used exclusively by stronger players to target weaker players. There's no other reason for it. It would just exacerbate the power dynamic issues you're attempting to address.

I am glad you are thinking about improving Crime & Punishment. There being no counterplay for groups of wanton murderers is a problem. *cought*Ainran*cough*. I think that can be improved with better siege mechanics. You should consider applying the "high noon" concept to sieging so sieges can last 1 hour instead of 24+.


That would also favor stronger players and would ruin the game for people who are not the strongest faction... instead of sieges being a massive time sink which makes sieging newbs really undesirable you'd see large factions siege every single base in sight until everyone quit the world then they would cry for reset couse no one is playing. It would benefit the people on the lower power scale in absolutely no way and only benefit the top.
Last edited by The_Lich_King on Fri Nov 08, 2024 4:13 pm, edited 1 time in total.
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Re: Crime & Punishment: Holmgang

Postby DonVelD » Fri Nov 08, 2024 4:03 pm

boshaw wrote:
jorb wrote:The original idea was suggested to me by a player.


This is such a genius idea Jorb +1, the criminals in this thread are quivering in their boots at the thought of it already! You should name the player who suggested this so we all know who to give credit to :)

So true boshie!
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Re: Crime & Punishment: Holmgang

Postby Sevenless » Fri Nov 08, 2024 4:05 pm

Zampfeo wrote:"Duel or die". This mechanic would be used exclusively by stronger players to target weaker players. There's no other reason for it. It would just exacerbate the power dynamic issues you're attempting to address.

I am glad you are thinking about improving Crime & Punishment. There being no counterplay for groups of wanton murderers is a problem. *cought*Ainran*cough*. I think that can be improved with better siege mechanics. You should consider applying the "high noon" concept to sieging so sieges can last 1 hour instead of 24+.


I definitely agree that there's a real underlying problem. The issue is though, due to how combat works, even the defenders in a pvp engagement will leave scents as a result. Unless combat becomes codified by villages/alliances, if your people are being attacked and you join in you're gonna leave scents joining the fray.
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Re: Crime & Punishment: Holmgang

Postby jock » Fri Nov 08, 2024 4:24 pm

Just give crime not committed within your realm or contested(these would not longer commit crimes) thing walls a reduction factor for LP, feps and exp for the length of the scent based on severity. Then add an outlaw credo that reduces that penalty but gives you a perm outlaw buff.
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Re: Crime & Punishment: Holmgang

Postby The_Lich_King » Fri Nov 08, 2024 4:29 pm

Sevenless wrote:
Zampfeo wrote:"Duel or die". This mechanic would be used exclusively by stronger players to target weaker players. There's no other reason for it. It would just exacerbate the power dynamic issues you're attempting to address.

I am glad you are thinking about improving Crime & Punishment. There being no counterplay for groups of wanton murderers is a problem. *cought*Ainran*cough*. I think that can be improved with better siege mechanics. You should consider applying the "high noon" concept to sieging so sieges can last 1 hour instead of 24+.


I definitely agree that there's a real underlying problem. The issue is though, due to how combat works, even the defenders in a pvp engagement will leave scents as a result. Unless combat becomes codified by villages/alliances, if your people are being attacked and you join in you're gonna leave scents joining the fray.


Its a fundemantal issue that we run into anytime we try to make a change regarding the scent system. The fact that defenders and attackers leave scents equally means you can' target attackers with mechanics designed around scents.
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Re: Crime & Punishment: Holmgang

Postby Austinh15 » Fri Nov 08, 2024 5:05 pm

jorb wrote:Problem: Since W3 and the removal of brick bashers there hasn't been real consequences to crime. Criminals roam free. You hate to see it.

Solution: Holmgang

Core Pitch:
  • Grievous Crime scents can be used to construct a Holmgang totem by a Thingwall near the offender's hearth.
  • The totem must be destroyed within 10 ingame days (or somesuch), or the challenged character dies of shame and cringe.
  • The totem can only be destroyed for 20 minutes around High Noon ingame, and only by the challenged character.
  • A character can only be challenged by one totem at any given time. Crime scents allow you to track down the existing challenge if there is one.

Debatable details:
  • Murder or some other significant skill is required to construct the challenge, and the challenger takes 20% of health permanent shame wound should it fall.

The original idea was suggested to me by a player. Pretty keen. Incentives do not seem too perverse. Please consider.

That's it. That's the tweet.


Isn't there already a mechanic for this that can probably be altered in some way instead of putting so much Dev time into a new system? Idk seems kinda wild to just be vibing in your base and then you explode in cringe and shame.

I will say, the way this game is designed makes it to where people being around you can be super annoying. So early world, and even mid world, people stab the living hell out of their neighbors until they get at arms length. That's the natural flow of a game that's about settling down and building a village. It doesn't mean it won't equalize at some point, and trade and hugs/good vibes won't start going around. Rather it just takes time from early world to mid world for people to get comfortable/stop shitting on one another.

I almost feel like this might be a bit reactionary to the early game bloodbath. Have the wails of the innocents been loud the past week Jorb?
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Re: Crime & Punishment: Holmgang

Postby Kaios » Fri Nov 08, 2024 5:14 pm

Austinh15 wrote:It doesn't mean it won't equalize at some point, and trade and hugs/good vibes won't start going around. Rather it just takes time from early world to mid world for people to get comfortable/stop shitting on one another.

I almost feel like this might be a bit reactionary to the early game bloodbath. Have the wails of the innocents been loud the past week Jorb?


Disagree. Compare the number of threads in Apples for Oranges during the older worlds to most recent (take a look in both The Archive and The Hearth Vault) and then please explain how trade is going to "equalize" at some point.
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Re: Crime & Punishment: Holmgang

Postby Reiber » Fri Nov 08, 2024 5:18 pm

jorb wrote:
Don't do the crime if you can't do the time? The onus on the challenger to watch the challenge at all high noons is fairly high.


you mean the guys that manage to monitor entire provinces every 8 hours, to prevent even the smallest hermit from setting up a dry claim wouldn´t manage to monitor the area close to the tingwall, that acts as a convinient scrying station, and ensures that they, and their 20 friends can port in, in less time that it takes the victim to walk there from their base?
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